Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:

No adverts like this in the forums anymore.

Times and dates in your local timezone.

Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.

angryboy2k wrote:Look, the game's fun and generally well-done, but if you're not finding problems with the rules you're not looking hard enough

For example:
Does a basic success of the gambit force you to swap initiative places with the NEAREST hostile group to the left or the right (no choice of direction, you must swap with the nearest) or is it a swap with the nearest to either the left or the right (your choice)?

your choice. it wouldn't work as intended if otherwise

Well that kind of proves my point because I think a “gambit” should entail some risk, so my opinion is that you shouldn’t get a choice of direction. Why do you think the intent is the opposite?

It's a gambit because it costs you an activation dice to do, but only has a 2 in 6 chance of success, so a potentially wasted activation before the turn starts. Unless you're Janus Draik who gets to do it for free.

I like the Legacy style modifications to the decks as you go further in. I think I've been quite lucky with the draws so far, in that I've done a few trips into the Fortress now and still havn't drawn any harder enemies to fight.

We have done two expeditions and a stronghold and have not pulled any higher level enemy Legacy cards. Do you draw a Legacy card after a Stronghold expedition?

The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all

We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.

Of course we don't know what happened to the spirit of Koresh after he was incinerated - perhaps it floats around the Galaxy conducting frictionless trade

This message was edited 1 time. Last update was at 2019/01/05 16:38:00

At Games Workshop, we believe that how you behave does matter. We believe this so strongly that we have written it down in the Games Workshop Book. There is a section in the book where we talk about the values we expect all staff to demonstrate in their working lives. These values are Lawyers, Guns and Money.

One thing is it could be a variety of new ships coming that people can then buy/trade up for their characters.
For more modularity and narrative or something?
(Don’t know if that would practically work/be possible. Not played yet)